Civilization

1980 · 经济

Civilization

玩家带领一个古老民族穿越东地中海与近东的地图,引导人民从农业兴起之初一路发展到古典强国崛起的时代。 游戏融合了定居、资源管理、贸易与偶发冲突,但胜利取决于整体发展,而非单纯的军事征服。玩家会投资科技、市政发展与经济增长,并在游牧民、农民、工匠、商人与士兵之间调整重心,以应对各种问题并解锁新的能力。 各项发展构成了一张相互依赖的网络,塑造长期策略,也影响文明之间为争夺领土、贸易与文化影响力而展开的互动。

人数
2–7 最佳 7 人
游戏时长
360 分钟
年龄
12+
复杂性
3.6 / 5
7.5 来自 Ludoya文明古代成套收集手牌管理区域多数 / 影响力

在 Ludoya 的牌桌上

在 Ludoya 中查看完整统计
65
已记录对局
55
玩家
4h 12m
平均时长
42
收藏数
5
愿望清单数

7.5/10

基于 21 条 Ludoya 评测

  • andycted9.0

    Very few simple rules for an epic game that encompasses everything: resource (tokens) management, diplomacy, trading,area control, tech specialisation. Can be played very well in 4-6p in 4h with a short variant (see forum) Once again the genius of an old classic game is that the game itself is made by the players, not by the rules. The rules are a canvas, a framework, where players are left as free to move as possibile. Conversely modern games tighten the control of player actions in order to guide the gameplay and make the game too strict, like a straitjacket. All the mechanics fit together perfectly. A leader will be fought on the map and excluded on the trade (as he'll probably have more calamities). The expansion comes at a cost and can't be done mindlessly. The conflict will create enemies on the trade side. The calamities themselves shift the board state enough to keep you on your toes and avoid a static game state. Modern games (like Scythe) should learn how to render a game less boring and repetitive, from a game of 40+ years ago. The real issue can be playtime, but playing with an adapted, shorter AST track solves it (still a 4h game, though)

    玩过 13 次

  • urko ellacuria8.0

    Tantas horas comerciando y maldiciendo al jo puta que te pasa pirateria. Merecen un reconocimiento. Y el aprender que si dos se pelean gana el tercero

    无记录对局

  • vicenc iborra7.0

    Second Edition

    初印象 · 1 局

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游戏信息(人数、游戏时长、年龄、制作人员)来自 BoardGameGeek。